Mercurial > SDL_sound_CoreAudio
changeset 218:cbd5e308f12d
Updated.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Sun, 13 Jan 2002 21:51:04 +0000 |
parents | 9bab949e2318 |
children | ca3483f4cfec |
files | CHANGELOG TODO |
diffstat | 2 files changed, 5 insertions(+), 3 deletions(-) [+] |
line wrap: on
line diff
--- a/CHANGELOG Sun Jan 13 21:34:46 2002 +0000 +++ b/CHANGELOG Sun Jan 13 21:51:04 2002 +0000 @@ -6,6 +6,8 @@ playsound to try and wait until SDL has completed playing a given sound before closing the audio device. Changed a macro in decoders/shn.c to be more uniform with the other decoders. + SDL_sound error messages are now maintained on a per-thread basis, + and do not interfere with SDL_[GS]etError() anymore. 01112002 - Committed the rest of Torbjörn's MOD patches, to clean up file extension handling. 01092002 - Torbjörn comes through with a ModPlug-based decoder, which should
--- a/TODO Sun Jan 13 21:34:46 2002 +0000 +++ b/TODO Sun Jan 13 21:51:04 2002 +0000 @@ -14,10 +14,10 @@ - Rename "test" directory to "playsound". - Have default make build playsound, and make install install it. - Make some of the SNDDBG() strings more uniform. -- Shrink buffer in Sound_DecodeAll to fit exact size of sample after decoding. -- Make Sound_SetError() and Sound_GetError() use their own buffers, so they - don't piddle over SDL errors, and vice-versa. - Run through ElectricFence, dmalloc, etc... +- Verify thread safety. SDL_sound should be fully reentrant right now, with + the exception of Sound_NewSample*()...starting two sounds at once can cause + the internal linked list of currently-decoding samples to scramble. Decoders to implement: - .CDA (Does this need specific decoding? Or is a RWops needed?)